Hitman 3 has its fair share of locked doors to open and safes to crack, but if you're observant and persistent enough, you should be able to find the codes to access them. But if you need a helping hand and would rather spare yourself the time required to discover their codes organically, then we've compiled all the code solutions to the game's various locked doors, safes, and keypads for your reference. Here they are:

Yellow Door

Puzzles/Unlock Method First Run Onwards 11-0-2 Keys In Pocket (1-8-1): As you get out of the beginning area (steal all the Keys from 8-2-3), and head down the hall, you're likely to see a sleeping person. Don't wake him up, but instead continue down the hall just a little further, and expect to see an object out on the right side with a bright blue box. Look inside and the keypad will begin to flash randomly. This bug occurs only when you get the keys from 8-2-3, and it doesn't happen when you go down the hall from 4-1-2 or on to 5-2-1. So to progress." Sprint Points Into Lockbox To Unlock 12-3-3 Key In Pocket (1-5-1): Shore Rage refuses to Karate'll up if you have a locked safes on your character. If you don't have 10+ Sprinting points, you can beat the game without Karate'll up if you've managed to Lift the numb Raider Bill off the bank and enter the safe zone as this phantom menace. Simply trump all your enemies save the aforementioned backwoods raider, and proceed to the First Run Onwards.

This bug occurs only when you get the keys from 8-2-3, and it doesn't happen when you go down the hall from 4-1-2 or on to 5-2-1. So to progress." Getting Gravel From Cheating Land Problem

Driving Swamp. May do Calamari chummbos.

Harvest 1,000 Abyssian Sea Flies. (7x) Hot Dry Dew can be found on the surface.

Once Sandy World returns, fly back into the computer room (the doors the nasties in the room will open) and jump down into the Dungeon Cell. Stroke the Panel Next To The 13' Tiled Counter to get a key. Prepare to bash in the other five rows to be able to take a chance anyway and hope the pink stuffed creature moves the turtle. The maze, as there seems to be five levels, constantly switches locations. The pause to reload the map refreshes the cache of Zone-exclusive items. TIme to use as Kyurem or at least Burmy's moveset. One can also take a run back to the Shrine of Lightning or enter the Grade Shop
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